import pygame from knob import * from colors import * from fonts import * from lozenge_button import LozengeButton class GuiMain: def __init__(self): # pygame setup pygame.init() #self.screen = pygame.display.set_mode((800, 480)) self.screen = pygame.display.set_mode((0,0), pygame.FULLSCREEN) self.screenH = self.screen.get_height() self.screenW = self.screen.get_width() fx_mode_labels = [ 'Strings', 'Beat', 'L-Loop', 'R-Loop', 'Jack', 'Athmo' ] knob_names = [ 'Delay Time', 'Delay Vol', 'Reverb Wet', 'Reverb Size', 'Filter Freq', 'Distortion', 'Detune', 'Gain' ] # Create and position the fx_mode buttons self.fx_mode_buttons = [] for i in range(len(fx_mode_labels)): x = self.screenW * 2.5 / 19 y = i * self.screenH / 7.3 + 35 r_x = self.screenW * 0.35 / 19 r_y = (self.screenH-20) / 16 self.fx_mode_buttons.append(LozengeButton(self, fx_mode_labels[i], (x,y), r_x, r_y)) self.fx_mode_buttons[0].focused = True # Create and position the knobs self.knobs_radius = self.screenW / 25 knobs_spacing = self.knobs_radius * 2 knobs_x = (self.screenW - (self.knobs_radius + knobs_spacing) * 2) / 2 x = knobs_x knobs_y = (self.screenH - (self.knobs_radius + knobs_spacing) * 3) / 2 y = knobs_y self.knobs = [] for i in range(8): self.knobs.append(Knob(self, knob_names[i], self.knobs_radius, (x, y))) y += self.knobs_radius + knobs_spacing if i == 3 or i == 6: x += self.knobs_radius + knobs_spacing y = knobs_y self.clock = pygame.time.Clock() self.running = True self.run() def display_label(self, knob): fx_label = font_helvetica.render(knob.name, False, color_primary_light) fx_value = font_helvetica.render('[ ' + str(knob.value) + '% ]', False, color_primary_light) label_x = self.screenW - fx_label.get_width() - 20 label_y = (self.screenH - fx_label.get_height() - fx_value.get_height()) / 2 self.screen.blit(fx_label, (label_x, label_y)) self.screen.blit(fx_value, (label_x, self.screenH / 2)) pygame.draw.line(self.screen, color_primary_dark, (label_x - 10, label_y), (label_x - 10, self.screenH - label_y), 2) line_points = [] line_points.append(knob.get_position()) if (knob == self.knobs[0] or knob == self.knobs[1] or knob == self.knobs[4] or knob == self.knobs[5]): x = knob.get_position()[0] + self.knobs_radius * 1.5 y = knob.get_position()[1] + self.knobs_radius * 1.5 line_points.append((x, y)) elif (knob == self.knobs[2] or knob == self.knobs[3] or knob == self.knobs[6]): x = knob.get_position()[0] + self.knobs_radius * 1.5 y = knob.get_position()[1] - self.knobs_radius * 1.5 line_points.append((x, y)) elif (knob == self.knobs[7]): x = knob.get_position()[0] - self.knobs_radius * 1.5 y = knob.get_position()[1] + self.knobs_radius * 1.5 line_points.append((x, y)) if (knob == self.knobs[0] or knob == self.knobs[3]): line_points.append((self.knobs[0].get_position()[0] + self.knobs_radius * 1.5, self.screenH/2)) elif (knob == self.knobs[4] or knob == self.knobs[6] or knob == self.knobs[7]): line_points.append((self.knobs[4].get_position()[0] + self.knobs_radius * 1.5, self.screenH/2)) line_points.append((label_x - 10, self.screenH/2)) for i in range(len(line_points)-1): pygame.draw.line(self.screen, color_primary_dark, line_points[i], line_points[i+1], 2) def deactivate_knobs_except(self, knob): for k in self.knobs: if k != knob: k.set_focused(False) def set_fx_mode(self, mode): for b in self.fx_mode_buttons: if b.name != mode: b.focused = False def run(self): while self.running: # poll for events # pygame.QUIT event means the user clicked X to close your window for event in pygame.event.get(): if event.type == pygame.QUIT: self.running = False # fill the screen with a color to wipe away anything from last frame self.screen.fill("black") # RENDER YOUR GAME HERE for knob in self.knobs: if knob.focused: self.display_label(knob) knob.display() for button in self.fx_mode_buttons: button.display() pygame.draw.polygon(self.screen, color_primary_dark, [ (12, 12), (self.screenW * 1.5 / 19 + 12, 12), (self.screenW * 1.5 / 19 + 12, self.fx_mode_buttons[5].y - 30), (12, self.screenH/2 - 30)], 2) pygame.draw.polygon(self.screen, "red", [(0, self.screenH/2), (self.screenW*3 / 19, self.screenH), (0, self.screenH)]) # flip() the display to put your work on screen pygame.display.flip() self.clock.tick(60) # limits FPS to 60 # exit when esc is pressed for event in pygame.event.get(): if event.type == pygame.KEYDOWN: if event.key == pygame.K_ESCAPE: pygame.quit() return pygame.quit() GuiMain()